Background Paths.   Posted by Character Creation.Group: 0
Character Creation
Mon 26 Nov 2012
at 04:29
Adolescent Apprenticeship
Adolescent Apprenticeship

Some places give considerable emphasis on vocational training along with traditional knowledge-based education. The most common form is the apprenticeship, where a child works alongside a knowledgeable tradesman for several hours each day.
Background Skills and other bonuses: Speak Native Language(s) (+5%). In addition choose two skills from the following list: Any electrical, mechanical, piloting, or technical skill that may be chosen as a secondary skill. You also get one Domestic skill of choice. You get a bonus of +10% to all of these skills.
    01-10% Your settlement or neighborhood was captured by some gang or militant faction in a brutal firefight, and you got caught in the middle
      -1d2 P.E. Add that same amount to M.E. Gain +1 to save vs Horror Factor. Roll on the <a href=link to a message in this game psychological table</a>. Add 100 XP.
    11-20% Accident with machinery or chemicals
      You lose an arm (01-50% Left, 51-00% Right); You get a basic cybernetic replacement with your own stats. If you get a medal later in your career, it may be upgraded to a basic bionic arm instead, and you'll get a bio-systems arm once you retire. +500 XP
    21-30% You feel you are in the wrong training, but your superiors won't let you out of the contract.
      You may stick with it or run away, starting your new life at age 14. If you run away, you may choose <a href=link to a message in this game Army Enlistment (3)</a>, City Rat (4), or Civilian Job (4) for your next path. Enlistment means you entered under false pretenses and may be dishonorably discharged if this is discovered.
    31-40% Frequently beaten for your mistakes.
      +2d6 S.D.C. and +1 to dodge. Add 300 XP.
    41-50% Fall in with the "wrong" crowd.
      You gained an addiction. Work with your GM to decide what. You may attempt to kick the habit once for every year, starting with the end of this year. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are still addicted. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp). You also gain +5% to all streetwise and gambling skills you possess.
    51-60% Your master was a slave driver, but he made sure you learned your trade.
      The skills you choose to gain from this path gain a bonus of +20%. Add 200 XP.
    61-70% You waste your time watching videos and researching what you see.
      Gain one Lore of choice, and +5% to Computer Operations and Research, if you have the skills. Add 200 XP.
    71-80% You have an affinity for this work.
      The skills you choose to gain from this path gain a bonus of +20%. Add 200 XP.
    81-90% Bandits attacked your settlement. Your heroic actions helped drive off the invaders.
      You gain a +10% bonus to Military Tactics and any one other Military or Espionage skill of your choice. You must gain the skills normally. Add 500 XP.
    91-00% Lucky break. Your skill comes to the attention of the local government officials.

Next Path: <a href=link to a message in this game. Military Psychic Training (3; if a psychic human or psi-stalker)</a> or <a href=link to a message in this game Army Enlistment (3)</a>, any civilian path.

This message was last edited by the GM at 08:45, Sun 23 Dec 2012.

Character Creation
Mon 26 Nov 2012
at 09:20
2: Adolescent Life on the Farm
Adolescent Life on the Farm
Your parents couldn't afford to send you off to school or an academy, so you stayed on at the farm. Season after season, you saw your friends go to the city while you worked your butt off in the fields. You planned to join them someday.
Background Skills and other bonuses: Speak Native Language (5%). Gain your choice of Pilot Motorcycle (+5%), Pilot Motorboats (+5%), Pilot Automobile (+10%), Pilot Truck (+5%), or Horsemanship (General) (+10%). You also gain any one cowboy or wilderness skill, or any physical or weapon proficiency skill that can be chosen as a secondary skill, except Hand to Hand: Basic.
    01-10% Your carelessness cost your parents their lives
      Roll twice on the <a href=link to a message in this game psychological table</a>. You may fight each insanity or addiction each year until you join the military.
    11-20% Trampled in stampede
      You lose an arm (01-50% Left, 51-00% Right) or leg  (01-50% Left, 51-00% Right); You get a basic cybernetic replacement with your own stats. If you get a medal later in your career, it may be upgraded to a basic bionic arm instead, and you'll get a bio-systems arm once you retire. +500 XP
    21-30% Family lost the farm.
      You gain Poverty and your next path must be Black Market (4), City Rat (4) or <a href=link to a message in this game Army Enlistment (3)</a>. Add 400 XP.
    31-40% Found valuable minerals on the farm.
      You gain Wealth.
    41-50% Needed an escape from farm life.
      You gained an addiction. Work with your GM to decide what. You may attempt to kick the habit once for every year, starting with the end of this year. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are still addicted. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp).
    51-60% Family had limited farm equipment
      You lose the piloting skill from this path, but gain Horsemanship (Cowboy) at +5%. You also gain one other physical skill that may be chosen as a secondary skill. Add 100 XP.
    61-70% Young Farmers Club was your second home
      You gain your choice of Advanced Farming Techniques, Lore: Cattle and Animals, or Advanced Fishing (or gain an additional +20% bonus to the skill if you have it already). Gain 250 XP.
    81-90% Hunted often
      You gain W.P. Archery or W.P. Rifle, Cook (+5%) and Skin/Prepare Animal Hides (+5%) as background skills
    91-00% Learned to fly family's crop duster
      Gain Pilot Airplane (+5%) as a background skill.

Next Path: <a href=link to a message in this game Army Enlistment (3)</a>, <a href=link to a message in this game Trade School/Apprenticeship (3)</a>, <a href=link to a message in this game Academy</a>, Black Market (4), City Rat (4), Free Trader (4), or Travel (4)

This message was last edited by the GM at 08:48, Sun 23 Dec 2012.

Character Creation
Mon 26 Nov 2012
at 04:51
2: Adolescent Life in High School
Adolescent Life in High School
You attended one of the many schools that give teenagers a basic education, participating in academic studies as well as a healthy dose of athletic and other extracurricular activities. This doesn't mean that you didn't work after school with your parents, but you had a reasonably normal childhood, as normal as any child can be in a world where monsters can appear out of no where.
Background Skills and other bonuses: Speak Native Language (+10%), Read Native Language (+5%). You also gain one Domestic or Wilderness skill of choice (at +10%), and any skill that may be chosen as a secondary skill, except for Hand to Hand: Basic (at +5%). You may instead opt for two skills that can be chosen as a secondary skill (except hand to Hand: Basic), but only get +5% to one of them (your choice).
    01-11% Caught in school shooting crossfire
      You lost your choice of hearing, vision, or a limb. Gain a cybernetic implant to get you back to operational standards
    12-22% Gave in to peer pressure
      Reduce your M.E. by 1d2; You gained an addiction. Work with your GM to decide what. You may attempt to kick the habit once for every year, starting with the end of this year. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are still addicted. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp).
    23-33% Sports injury
      You lost your choice of hearing, vision, or you must reduce your P.S., P.P. and P.E. by 1. Gain a basic cybernetic implant to get you back to operational standards if you lost your vision or hearing.
    34-44% A high school relationship turns serious as someone ends up pregnant.
      You gain a dependent. You must pay 30% of your paychecks in child support, whether or not you are involved in the child's life. Add 1000 XP
    45-55% Another childhood wasted on games, television, and a never-ending stream of talk, information, and pop culture.
      You gain a +5% bonus on History (to both the C.S. and the Post-Apocalypse Era specializations) and 300 XP.
    56-66% Local sports hero
      Gain one physical skill of choice (including acrobatics, gymnastics, wrestling, and Hand to Hand: Martial Arts) at +10%.
    67-77% Honor student
    78-88% Avid participant in extracurricular activities
      Stuff gained here
    89-00% Bright student who gains a scholarship.

Next Path: <a href=link to a message in this game Army Enlistment (3)</a>, <a href=link to a message in this game Academy</a>, <a href=link to a message in this game Trade School/Apprenticeship (3)</a>, <a href=link to a message in this game. Military Psychic Training (3; if psychic)</a>, Black Market (4), City Rat (4), Civilian Job (4), Free Trader (4), or Travel (4).

This message was last edited by the GM at 08:51, Sun 23 Dec 2012.

Character Creation
Mon 26 Nov 2012
at 09:20
2: Adolescent Life as a Military Brat
Adolescent Life as a Military Brat
Your parents or guardians were soldiers. Always on the move, they opted for home schooling, supplemented by the base's schools when they were on deployment. It's what you know. It's all you know.
Background Skills and other bonuses: Speak Native Language (+10%) and Literacy Native Language (+5%). You may also choose one from the following: Pilot Automobile (+10%), Pilot Hovervehicle (Ground; +15%), Pilot Motorcycle (+5%), Pilot Truck (+5%), or Pilot Hover Cycles (+5%). You also get one Domestic, Technical, or Wilderness skill of choice.
    01-10% Caught in the crossfire.
      You may choose to either roll on the <a href=link to a message in this game psychological table</a> or lose a limb (which may then be replaced by a basic cybernetic limb of your stats. Add 300 XP if you choose to lose the limb.
    11-20% Parent/guardian lost to mishap/combat; you saw it happen.
    21-30% Lived near the wilderness and ran afoul of many poisonous and inedible plants and fruits - the hard way.
      You gain Identify Plants and Fruits (at +5%) and get a +2 bonus to save versus poisons and disease due to your adventurous youth. Add 150 XP.
    41-50% Worked as a civilian messenger or worker for the local garrison.
      (+5% to military etiquette [in addition to all other bonuses], and you gain Physical Labor as a Background Skill.
    51-60% Thought dead and left behind, you burned much accrued karma making it back to civilization.
      Gain Land Navigation and Wilderness Survival as background skills, or gain an additional +10% bonus to the skills if you have them already (from other events, OCC, MOS, or Related). Add 100 XP.
    61-70% Around a military unit, any helping hand is appreciated.
      You gain a +5% bonus to all your chosen skills from this path. Add 300 XP.
    71-80% Spent all your spare time helping to navigate and pilot.
      Choose one pilot skill (not the background skill chosen from this path). It and the Navigate skill get a +10% bonus. Add 250 XP.
    81-90% The unit's scout platoon took you under their wing.
      Gain +5% to Prowl, Land Navigation, and +1 to Perception checks from awareness training. Add 250 XP.
    91-00% You tested so well that you began your training early.

Next Path: <a href=link to a message in this game Army Enlistment (3)</a>, <a href=link to a message in this game. Military Psychic Training (3; if Psychic)</a>, <a href=link to a message in this game Academy of Advanced Military Training (3)</a>, <a href=link to a message in this game Academy (3)</a>, <a href=link to a message in this game Trade School/Apprenticeship (3)</a>, Black Market (4), City Rat (4), Civilian Job (4), Free Trader (4), or Travel (4).

This message was last edited by the GM at 19:24, Mon 10 Dec 2012.

Character Creation
Mon 26 Nov 2012
at 06:12
2: Military School Adolescence
Military School Adolescence
Some families, most often those from families with political and financial power with a military tradition, ship their children off to military schools in preparation for admission to an academy. In addition to a fine education, these institutions provide a strong early background in tactics and leadership skills.
Background Skills and other bonuses: Speak Native Language (+10%) and Literacy Native Language (+5%). You may also choose one from the following: Pilot Automobile (+10%), Pilot Hovervehicle (Ground; +15%), Pilot Motorcycle (+5%), Pilot Jet Pack (+5%), or Pilot Hover Cycles (+5%). You also get one Military (except any Demolitions or NBC Warfare), physical, or weapon proficiency skill of choice.

Anyone who takes this path may choose between Wealth (3) or a Promotion (1 rank). This promotion may not take you over PFC if you are a green recruit.

    01-10% Involved in terrible hazing incident
    11-20% Training accident
      You lost your choice of hearing, vision, or a limb. Gain a cybernetic implant to get you back to operational standards. Add 300 XP.
    21-30% You're just not cut out for the military
    31-40% Relative dies and leaves you an inheritance.
      You gain Wealth (4) and 200 XP.
    41-50% Accidentally destroyed school property
    51-60% Make friends with the commandant
      Gain a friend or contact. Add 500 X.P.
        Who: Military School Commandant
        How good a friend are they?
        A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
        Roll 1d100 to see how close you are, and what you will do for each other.
          01-25% Associates: While friends might be a bit too generous, you are definately willing to help each other out - as long as its convinient and doesn't cause any trouble for the other.
          26-50% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvinience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
          51-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment invovled. And you'd definately give them money or support if they needed it, whether they asked for it or not. (+100 XP)
          76-98% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
          99-00% 'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

        Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your frienship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commision as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty, you simply lose the ability to call in a major favor.
    61-70% Training works almost too well.
      -1d2 M.A. and +3 to save vs Horror Factor. Add 300 XP.
    71-80% Extensive nighttime training
      +5% to the Prowl skill, and +2 to Perception in low light situations. Add 300 XP.
    81-90% Your instructor teaches you that flexibility is the key to victory.
      You gain an additional W.P. from the following choices: Rifles, Shotgun, Heavy Military Weapons, and Targeting. Add 150 XP
    91-00% Qualified for accelerated training program
      Gain an additional +5% to your M.O.S. skills.

Next Path: <a href=link to a message in this game Army Enlistment (3)</a>, <a href=link to a message in this game Military Sciences University (3)</a>, <a href=link to a message in this game Academy of Advanced Military Training (3)</a>, <a href=link to a message in this game. Military Psychic Training (3; if Psychic)</a>, <a href=link to a message in this game Academy (3)</a>, Black Market (4), City Rat (4), <a href=link to a message in this game University (3)</a>

This message was last edited by the GM at 02:17, Tue 08 Jan 2013.

Character Creation
Mon 26 Nov 2012
at 09:20
2: Preparatory School Adolescence
Preparatory School Adolescence
These exclusive schools prepare young adults for higher learning. Theoretically, they have superior curricula, but this is not always true in practice. The main advantage of attending such a school is the contacts you make among the upperclass students and their parents.
Background Skills and other bonuses: Speak Native Language (+10%) and Literacy Native Language (+5%). You may also choose one from the following: Pilot Automobile (+10%), Pilot Hovervehicle (Ground; +15%), Pilot Motorcycle (+5%), Pilot Jet Pack (+5%), or Pilot Hover Cycles (+5%). You also get one Espionage, Military (except any Demolitions or NBC Warfare), or Technical skill of choice.

Anyone who takes this path may roll on the Friends Table of <a href=link to a message in this game and Enemies</a>. Halve the experience gained.

    01-10% Developed expensive-and illegal-tastes
      Addiction; Also gain Streetwise as a background skill.
    11-20% You had a relationship with the headmaster's son or daughter, got caught and expelled.
    21-30% Way too much partying.
      You gained an addiction. Work with your GM to decide what. You may attempt to kick the habit once for every year, starting with the end of this year. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are still addicted. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp). You may not follow this path's Next Path options. Instead you have the following options: <a href=link to a message in this game Army Enlistment (3)</a>, <a href=link to a message in this game Trade School/Apprenticeship (3)</a>, <a href=link to a message in this game University (3)</a>, or  City Rat (4). On the plus side you get Seduction as a background skill, at +10%. You may never be a high-ranking officer. Add 150 XP.
    31-40% Relative dies and leaves you an inheritance.
      You gain Wealth (3).
    41-50% You shamed the son of a powerful politician or other magnate.
      Gain an Enemy - use the table below and add 600 XP)
      WHO: Son of a powerful politician
      THE CAUSE: He was shamed by you in some lasting way.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+200 XP)
        31-55% An entire Gang of 2d6 (+400 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+500 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)
    51-60% Your sweetheart came from the wrong side of the tracks.
      If you keep him/her, you may not ever become a high ranking officer and gain an enemy in a family member. If you back down and break off the relationship, you can become a high ranking officer, but you gain an enemy in your lover's family.
      Gain an Enemy - use the table below and add 600 XP)
      WHO: Either a family member who was shamed by your relationship, or some family member of your lover who is ticked off about you breaking his/her heart and not standing up for him/her.
      THE CAUSE: See above.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+200 XP)
        31-55% An entire Gang of 2d6 (+400 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+500 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)
    61-70% Every school needs a "source," and you happened to be in the wrong place at the right time.
      You gain Wealth and Appraise Goods and Barter as Background Skills. Add 150 XP.
    71-80% Are you certain you've never touched one of these before?
      You gain a bonus equal to +10% to one specific vehicle you are professionally trained in the operation of (O.C.C., M.O.S., and Other skill only). This is addition to any other bonuses. Additionally you are +2% to all piloting skills. Add 250 XP.
    81-90% Theory, yes. Application, not so much.
      You take a -5% skill penalty to three Espionage, Military, Physical, Piloting, Science, or Technical skills you gain from O.C.C., M.O.S., or Other Related Skills. May not be applied to background or Secondary Skills. Add 500 XP.
    91-00% You are right where you wanted to be-now you just have to survive it.
      You gain an additional +5% to all military skills (in addition to O.C.C., M.O.S., and Other skill bonuses. Add 200 XP.

Next Path: <a href=link to a message in this game Military Sciences University (3)</a>, <a href=link to a message in this game Academy of Advanced Military Training (3)</a>, <a href=link to a message in this game Academy (3)</a>, <a href=link to a message in this game Trade School/Apprenticeship (3)</a>, Black Market (4), City Rat (4), <a href=link to a message in this game University (3)</a>

This message was last edited by the GM at 09:04, Sun 23 Dec 2012.

Character Creation
Mon 26 Nov 2012
at 09:20
2: Merchant Family Adolescence
Merchant Family Adolescence
Many of the trade caravans and cargo ships operating in the Coalition States are owned and operated by families. The children gain the unparalleled experience of a life on the move and have many valuable life skills.
Background Skills and other bonuses: Speak Native Language (+10%) and Literacy Native Language (+5%). You may also choose one from the following: Pilot Automobile (+10%), Pilot Hovervehicle (Ground; +15%), Pilot Motorcycle (+5%), Pilot Jet Pack (+5%), or Pilot Hover Cycles (+5%). You also get one Electrical, Mechanical, Piloting, Pilot Related, or Technical skill of choice.
    01-10% An accident almost costs you your life.
      Two of the following: Loss of hearing, Lost an arm or leg, Poor Vision. You may get cybernetic implants to bring you back to full mobility and capability. Add 500 XP.
    11-20% Your family is killed by pirates
      Gain Poverty and an Enemy - use the table below and add 600 XP)
      WHO: Pirates
      THE CAUSE: They killed your parents.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+200 XP)
        31-55% An entire Gang of 2d6 (+400 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+500 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)
    21-30% Enemies targeted your family; you barely survived.
      Choose one: Roll on the Civilian Psychological table or reduce your choice of P.S., P.P., or Spd. by 1d2.
    31-40% That high-risk contract pays off!
      You gain Wealth (2).
    41-50% You become bored on the long trips and read voraciously to fill the time.
      You gain a +5% bonus to all Lore, Language, and History skills, in addition to all other bonuses from O.C.C., M.O.S., and Related Skills.
    51-60% Debts force your family to join forces with an underworld group. You gain 1200 XP, a friend,
      WHO: Black Market Group.
      How close are you and your family?
        01-45% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvenience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over. (+250 XP)
        46-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment involved. And you'd definitely give them money or support if they needed it, whether they asked for it or not. (+500 XP)
        76-00% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+350 XP)

      WHAT CAN THEY DO FOR YOU?
        01-60% Themselves and a few friends (+750 XP)
        61-00% An entire Gang (+1000 XP)
    and gain an Enemy
      WHO: Bounty hunters or Rival Bandit Gang
      THE CAUSE: They hunted the bandits you were raised by
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-35% They hate you
        36-70% You hate them
        71-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab them indirectly
        51-75% Ignore the scum
        76-00% Rip into them verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Only Themselves (+200 XP)
        31-60% Themselves and a few (1d4) friends (+300 XP)
        61-85% An entire Gang of 2d6 (+400 XP)
        86-00% A gang of bandits the size of a small mercenary company (4d6 personnel) (+500 XP)
    61-70% Your antics earn you the nickname of "monkey."
      You gain a +5% bonus to Climbing, and +1d2 to P.P. Add 200 XP.
    71-80% Attacked by pirates! You aid in the defense.
      +5% to Weapon Systems. Add 250 XP.
    81-90% You have a romantic interest in every port.
      Add a +5% bonus to Seduction and gain 400 XP.
    91-00% Constantly on the move
      Gain a +2% bonus to Land Navigation and Roadwise. Add 100 XP.

Next Path: <a href=link to a message in this game Military Sciences University (3)</a>, <a href=link to a message in this game Army Enlistment (3)</a>, <a href=link to a message in this game Trade School/Apprenticeship (3)</a>, Black Market (4), City Rat (4), Free Trader (4), Travel (4),

This message was last edited by the GM at 09:07, Sun 23 Dec 2012.

Character Creation
Mon 26 Nov 2012
at 09:20
2: Street  Adolescence
Street  Adolescence
Beyond early childhood, a character living on the street can hardly avoid getting involved in crime. You are no exception. With no money or family, you've learned everything you know from the school of hard knocks.
Background Skills and other bonuses: Speak Native Language (+5%), Illiterate, and choose two skills from the following list: Pilot Automobile (+10%), Pilot Truck (+5%), any rogue or communications skill (+5% to both), or any physical or weapon proficiency skill that can be chosen as a secondary skill, except Hand to Hand: Basic.

Anyone taking this path gains Poverty.

    01-10% Seriously offended underworld kingpin. Not wise.
      Gain an Enemy - use the table below and add 600 XP; You may not go to the Black Market Path unless you eliminate this enemy somehow.
      WHO: Black Market Boss
      THE CAUSE: You offended him.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+200 XP)
        31-55% An entire Gang of 2d6 (+400 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+500 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)
    11-20% Caught and sold into slavery, then escaped.
    21-30% Caught in gang war
      You lose a limb (01-25% Left Arm, 26-50% Left Leg, 51-75% Right Arm, 76-00% Right Leg); You get a basic cybernetic replacement with your own stats. If you get a medal later in your career, it may be upgraded to a basic bionic arm instead, and you'll get a bio-systems arm once you retire. +500 XP
    31-40% Big score for such a young one.
      You gain Wealth and 350 XP.
    41-50% Fell in with an even worse crowd
      You gained an addiction. Work with your GM to decide what. You may attempt to kick the habit once for every year, starting with the end of this year. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are still addicted. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp).
    51-60% Savagely beaten by the I.S.S.
      You lose 1d2 from your choice of P.S., P.P., or P.E. Gain an additional 500 XP.
    61-70% Ran "errands" for a local "merchant."
    71-80% Successful gambler.
      Gain Wealth (2) and the Gambling Skill (or a bonus of +10% if you already have it) and 500 XP.
    81-90% Adopted by wealthy family
    91-00% You end up protecting a major Black Market Boss. It costs you, but loyalty has its rewards.
      You lose a limb (01-25% Left Arm, 26-50% Left Leg, 51-75% Right Arm, 76-00% Right Leg); You get a basic bionic limb with your stats and a concealed compartment or a bio-systems limb with your stats. You must take <a href=link to a message in this game Market</a> as your next path. You get a +10% bonus to your roll (maximum 100). Add 500 XP.

Next Path: <a href=link to a message in this game Army Enlistment (3)</a>, <a href=link to a message in this game Trade School/Apprenticeship (3)</a>, <a href=link to a message in this game Market</a>, <a href=link to a message in this game Rat</a>, <a href=link to a message in this game Job</a>, or
<a href=link to a message in this game Trader</a>

This message was last edited by the GM at 19:14, Sun 23 Dec 2012.

Character Creation
Mon 26 Nov 2012
at 09:31
2: Adolescent PRP Preparatory School Life
Adolescent PRP Preparatory School Life
It is a special psychic who gives up his or her normal life to become a soldier in service to the C.S. He will know a lifetime of training and constant preparation for combat, as well as a lifetime of being shunned and misunderstood by civilians and military officials alike. When called upon, it is guaranteed to be no easy task set before him. The rewards are few, but then it is never wealth or fame that draws one into service, but personal challenge and a strong feeling of duty to the State.
Background Skills and other bonuses: Speak Native Language (+10%) and Literacy Native Language (+5%). Pilot Automobile (+10%), Pilot Hovervehicle (Ground; +15%), Pilot Motorcycle (+5%), or Pilot Hover Cycles (+5%). You also get one Rogue skill of choice (+4%).

Anyone who takes this path may choose between Wealth or a Promotion (1 rank). This promotion may not take you over PFC if you are a green recruit.

    01-08% House of cards. No doubt in your mind, it was "them." But they don't know you're wise.
      Gain an Enemy - use the table below and add 600 XP)
      WHO: Fellow Psychic (mentor or rival)
      THE CAUSE: You discovered a plot but cannot prove anything.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Less of an officer and more of a NCO. A few friends, but he can still make life interesting.(+200 XP)
        31-55% The officer is a Warrant officer working (+400 XP)
        56-80% The officer is a Lieutenant in charge of a line company. (+500 XP)
        81-90% The officer is a Captain working with commandos. (+600 XP)
        91-00% The officer is now a high ranking officer, a Colonel or Major. You're screwed. (+1000 XP - you're going to need it)
    09-16% Conflict of interests puts you in no-win situation.
      Gain an Enemy/Fellow CS Psychic (Mentor or Rival) - use the table below and add 600 XP)
      WHO: Fellow Psychic (mentor or rival)
      THE CAUSE: You and your enemy ended up at opposite ends of some affair that neither of you can let go.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Less of an officer and more of a NCO. A few friends, but he can still make life interesting.(+200 XP)
        31-55% The officer is a Warrant officer working (+400 XP)
        56-80% The officer is a Lieutenant in charge of a line company. (+500 XP)
        81-90% The officer is a Captain working with commandos. (+600 XP)
        91-00% The officer is now a high ranking officer, a Colonel or Major. You're screwed. (+1000 XP - you're going to need it)
    17-25% All work and no play makes warrior far too short-tempered.
      Gain an Enemy/Fellow CS Psychic (Mentor or Rival) and a facial scar (-1d2 P.B.) - use the table below and add 600 XP)
      WHO: Fellow Psychic (mentor or rival)
      THE CAUSE: You discovered a plot but cannot prove anything.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Less of an officer and more of a NCO. A few friends, but he can still make life interesting.(+200 XP)
        31-55% The officer is a Warrant officer working (+400 XP)
        56-80% The officer is a Lieutenant in charge of a line company. (+500 XP)
        81-90% The officer is a Captain working with commandos. (+600 XP)
        91-00% The officer is now a high ranking officer, a Colonel or Major. You're screwed. (+1000 XP - you're going to need it)
    26-33% It's a Prep School, not quite a monastery.
      Gain the seduction skill (at +5%). You also have a child. You lose 30% of your pay to child support. Add 1000 XP.
    34-41% Theory, yes. Application, not so much.
      You take a -5% skill penalty to three Espionage, Military, Physical, Piloting, Science, or Technical skills you gain from O.C.C., M.O.S., or Other Related Skills. May not be applied to background or Secondary Skills. Add 300 XP.
    42-49% You are right where you wanted to be-now you just have to survive it.
      You gain an additional +5% to all military skills (in addition to O.C.C., M.O.S., and Other skill bonuses. Add 200 XP.
    50-57% Are you certain you've never touched one of these before?
      You gain a bonus equal to +10% to one specific vehicle you are professionally trained in the operation of (O.C.C., M.O.S., and Other skill only). This is addition to any other bonuses. Additionally you are +2% to all piloting skills. Add 250 XP.
    58-65% It's all in the balance of life.
      Gain one Domestic or other hobby skill of choice as a background skill, and gain a +1 to strike with any one W.P. of choice. (Also +1 to parry of it's Ancient). Add 150 XP.
    66-73% If you see it, you can hit it.
      You are Ambidextrous (+1 to P.P.), +1 to strike with one modern W.P. of choice. Add 250 XP.
    74-81% Change of the Guard, your original mentor retires from the school.
      Gain Wealth, a friend/Fellow Psychic (former or new mentor), any two military skills gain a bonus of +2% each. Add 500 X.P.</b>
      You lucked out and made a new friend. This person will go to bat for you, and in general do anything to help you out they can, up to and including getting in semi-serious trouble (they might not kill for you, but they would definately help move the body, and help you frame some D-Bee). Beware - good friends will do minor favors for you without limit, but they will expect them in return. Major favors can strain the relationship, however, so be careful. For each new friend, choose or roll gender on 1D20: EVEN=Male; ODD=Female
      How good a friend are they?
      A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
      Roll 1d100 to see how close you are, and what you will do for each other.
        01-25% Associates: While friends might be a bit too generous, you are definately willing to help each other out - as long as its convinient and doesn't cause any trouble for the other.
        26-50% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvinience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
        51-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment involved. And you'd definitely give them money or support if they needed it, whether they asked for it or not. (+100 XP)
        76-98% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
        99-00% 'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

      Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your frienship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commission as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty, you simply lose the ability to call in a major favor.
    82-90% To be what we are, and to become what we are capable of becoming, is the only end of life.
      You may attend the <a href=link to a message in this game Military Sciences University</a>. in Stage 3, and you do so at Age 15, instead of age 16. If you bypass this opportunity, then you may not take the University option ever again. Add 750 XP.
    91-00% The C.S. Military wants you to be a commando! But do you dare leave the only home you've ever known for a life of constant danger? (You may attend the <a href=link to a message in this game Academy of Advanced Military Training</a> path in Stage 3, and you will be considered a Special Forces Operator in game - it also means you only can take Garrison Duty by opting out of a second tour of duty in a Combat Zone.) If you bypass this opportunity, then you may not take the Academy option ever again. Add 750 XP.

Next Path: <a href=link to a message in this game Army Enlistment (3)</a>, <a href=link to a message in this game. Military Psychic Training (3; if Psychic)</a>, <a href=link to a message in this game Military Sciences University (3)</a>, <a href=link to a message in this game Academy (3)</a>, Black Market (4), City Rat (4), Civilian Job (4), Travel (4)

This message was last edited by the GM at 19:17, Sun 23 Dec 2012.

Character Creation
Mon 26 Nov 2012
at 09:33
3: CS Army Enlistment
CS Army Enlistment

This is the primary means of entry to the Coalition States Military. All walks of life from kids from upper echelon white collar families to refugee walk-ins off the street. How easy it is to get in depends on a lot of factors, including the mood and attitude of the recruiters when you go. Some might suggest that the training methods the C.S. employs are a form of brain-washing and torture. Recruits undergo extreme emotional stress from the very first moments they are on the training grounds. They are yelled at, kicked, gut punched, and otherwise provoked. Those that retaliate are given exactly one chance to make it right, or they are drummed right out of training before it starts. The goal is not to abuse them, however, but rather to ensure they will follow orders, including the orders to endure any abuse with dignity and poise. Most manage not to deck their training officers or curl up into a ball, which counts as a win for the C.S. Those can manage poise and dignity under the treatment are groomed for far greater tasks. Those soldiers are not trained with the soldiers that go through normal enlistment (as represented here).

Time: 6 + 2d6 Months.

    01-10% Accident on the firing range.
      You take a permanent -3 to all sound based perception rolls. If you manage a medal later in life you may get basic cybernetic hearing replacements. You are also -1d2 from P.P. due to inner ear problems. Add 600 XP and 1d3+3 months of recovery to this path.
    11-20% Best of friends turn to bitter enemies over the smallest of things. Worse, he's a rising star on his way to becoming an officer.
      Gain an Enemy - use the table below and add 600 XP)
      WHO: Former Best Friends
      THE CAUSE: Something happened that created a near irreparable problem.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Less of an officer and more of a NCO. A few friends, but he can still make life interesting.(+200 XP)
        31-55% The officer is a Warrant officer working (+400 XP)
        56-80% The officer is a Lieutenant in charge of a line company. (+500 XP)
        81-90% The officer is a Captain working with commandos. (+600 XP)
        91-00% The officer is now a high ranking officer, a Colonel or Major. You're screwed. (+1000 XP - you're going to need it)
    21-30% Boundless pride drives you to learn all you can about the C.S.
      You get a +5% bonus to Military Etiquette, Law (CS), and History (CS). The latter two require literacy. This bonus stacks with O.C.C., M.O.S., and Related skill bonuses. Gain an additional 200 XP.
    31-40% Major training accident.
    41-50% Aptitude tests place your training focus on support services
      You get +10% extra to Radio: Basic and Read Sensory Equipment. You also gain +5% to all other communication skills. Consider a support MOS. +600 XP
    51-60% One of your buddies will turn out to be a useful contact. Gain a Friend.
      Gain a friend or contact. Add 1000 X.P.
      Who: A Soldier
        You lucked out and made a new friend. This person will go to bat for you, and in general do anything to help you out they can, up to and including getting in semi-serious trouble (they might not kill for you, but they would definitely help move the body, and help you frame some D-Bee). Beware - good friends will do minor favors for you without limit, but they will expect them in return. Major favors can strain the relationship, however, so be careful. For each new friend, choose or roll gender on 1D20: EVEN=Male; ODD=Female
      How good a friend are they?
      A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
      Roll 1d100 to see how close you are, and what you will do for each other.
        01-25% Associates: While friends might be a bit too generous, you are definitely willing to help each other out - as long as its convenient and doesn't cause any trouble for the other.
        26-50% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvenience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
        51-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment involved. And you'd definitely give them money or support if they needed it, whether they asked for it or not. (+100 XP)
        76-98% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
        99-00% 'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

      Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your frienship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commision as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty, you simply lose the ability to call in a major favor.
    61-70% Sharpshooter
      You are allowed to choose the Designated Marksman skill with your O.C.C. related skills. If you already have access to it, choose one W.P. from Energy Rifle, Rifle, Energy Pistol, or Handguns. You gain an additional +1 to strike with the aimed shot combat action (+3 total). +600 XP
    71-80% Training standout; recommended to the academy by your CO
      increase your starting rank by one. You may immediately transfer to the Chi-town Military Sciences Universities or Coalition Academy of Advanced Military Tactics path (which changes your available MOS options). Add 800 XP and this path only takes 6 months.
    81-90% Become supplier of "special" items for the base.
      You gain Wealth (2), the Barter skill at +5%, and the Appraise Goods skill at +10%. +400 XP
    91-00% You're leadership material!
      You may take Command Orientation Course. If you don't end up on the fast track to being a NCO or Warrant Officer, you've obviously fouled up something big somewhere. +450 XP

Next Path: Go to <a href=link to a message in this game Creation</a> and continue to Step 4C: Tour of Duty.

Command Orientation Course
The purpose of this course is not to train officers, but to train men in how to lead other men to battle. Lessons from history are used to show these recruits how to lead men. It is the kind of experience that sets apart the NCOs who've been around and the ones who haven't. Going through this course doesn't automatically make you a good NCO, but it does make you a devious and (mentally) well armed leader of men.
    Basic Math (+25%)
    Leadership
    Literacy: American (+15%)
    Military Etiquette (+35%)
    Military History (+5%)

M.O.S. taught via Military Enlistment:
Armor Crew M.O.S.
Communication Specialist M.O.S.
Infantryman M.O.S.
Ground Power Armor Pilot M.O.S.
Military Police M.O.S.
Motor Pool Maintenance Mechanic M.O.S.
Psi-Stalker Scout/Ranger M.O.S.
Psi-Stalker Supernatural Hunter M.O.S.
Monster Hunter M.O.S.
Cook M.O.S.

This message was last edited by the GM at 09:18, Sun 23 Dec 2012.

Character Creation
Mon 26 Nov 2012
at 09:35
3: Chi-town Military Sciences University
Chi-town Military Sciences University

Chi-Town Military Sciences University is the premiere center of learning for future engineers, scientists, and officers. Here the most complicated of the sciences and military training takes place. All military personnel go through the same basic training, even officers, but once out of basic those on a technical, espionage, or command track go to places like the Chi-Town Military Sciences University, the Northern Center for Military Science in the City of Iron, the Saint-Jean Military College in Free Quebec, and the Lone Star Academy of Military Sciences.

Time: 3 years + 2d6 months

    01-10% That lower classman you liked to bully is a general's son!
      Gain an Enemy - use the table below and add 600 XP)
      WHO: Lower Classman, a general's son who is now an officer
      THE CAUSE: He took exception to your good-natured teasing or outright bullying.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Less of an officer and more of a NCO. A few friends, but he can still make life interesting.(+200 XP)
        31-55% The officer is a Warrant officer working (+400 XP)
        56-80% The officer is a Lieutenant in charge of a line company. (+500 XP)
        81-90% The officer is a Captain working with commandos. (+600 XP)
        91-00% The officer is now a high ranking officer, a Colonel or Major. You're screwed. (+1000 XP - you're going to need it)
    11-20% Academy tuition puts family in debt.
      Gain an Enemy - use the table below and add 600 XP)
      WHO: Black Market Loan Shark
      THE CAUSE: You and your family owe him money. Until it's paid off, you owe him. Favors mostly, plus you've got to keep the payments up.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+200 XP)
        31-55% An entire Gang of 2d6 (+400 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+500 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)
    21-30% Training accident.
    31-40% Too much desk work.
      You gain an additional +5% to all communications skills and Computer Operation, in addition to any bonuses from O.C.C., M.O.S., and Related skills.
    41-50% Made a good friend.
      Gain a friend or contact. Add 1000 X.P.
      Who: Roll or choose based on the background result.
        01-10% Ex enemy
        11-20% Ex lover
        21-30% Relative
        31-40% Met through a common interest.
        41-50% Person working for you or a subordinate
        51-60% Person you work for or commanding officer
        61-70% A Soldier
        71-80% City Rat or Pirate
        81-90% Corporate Bigwig
        91-00% Government Official or Black Marketeer

      You lucked out and made a new friend. This person will go to bat for you, and in general do anything to help you out they can, up to and including getting in semi-serious trouble (they might not kill for you, but they would definately help move the body, and help you frame some D-Bee). Beware - good friends will do minor favors for you without limit, but they will expect them in return. Major favors can strain the relationship, however, so be careful. For each new friend, choose or roll gender on 1D20: EVEN=Male; ODD=Female

      How good a friend are they?
      A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
      Roll 1d100 to see how close you are, and what you will do for each other.
        01-25% Associates: While friends might be a bit too generous, you are definately willing to help each other out - as long as its convinient and doesn't cause any trouble for the other.
        26-50% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvinience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
        51-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment invovled. And you'd definately give them money or support if they needed it, whether they asked for it or not. (+100 XP)
        76-98% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
        99-00% 'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

      Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your frienship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commision as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty, you simply lose the ability to call in a major favor.
    51-60% Rival pushes you to excel. You gain a +5% to your choice of all Military, Science, and Technical skill categories. This is in addition to any bonuses from O.C.C., M.O.S., and Related skills. You gain an Enemy and 400 XP.
      Gain an Enemy - use the table below and add 600 XP)
      WHO: Soldier
      THE CAUSE: You two have been rivals since the earliest days of university.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Less of an officer and more of a NCO. A few friends, but he can still make life interesting.(+200 XP)
        31-55% The officer is a Warrant officer working (+400 XP)
        56-80% The officer is a Lieutenant in charge of a line company. (+500 XP)
        81-90% The officer is a Captain working with commandos. (+600 XP)
        91-00% The officer is now a high ranking officer, a Colonel or Major. You're screwed. (+1000 XP - you're going to need it)
    61-70% You took the worst they could throw at you and came back for more.
      +2 to M.E. and +15 S.D.C.; you gain 350 XP
    71-80% You're leadership material!
      You gain Wealth  and may take the Command Orientation Course next, then return and continue the Life Path from the same point. You gain 950 XP.
    81-90% Graduated at the top of your class
      You gain Wealth (2) and your starting rank increases by one, may take the Command Orientation Course next, then return and continue the Life Path from the same point. You gain 750 XP.
    91-00% Selected for "special training."
      You may upgrade your hand to hand skill by one step. Further, you may choose one additional W.P. of choice. You gain 850 XP.

Next Path: Go to <a href=link to a message in this game Creation</a> and continue to Step 4C: Tour of Duty.

Command Orientation Course
The purpose of this course is not to train officers, but to train men in how to lead other men to battle. Lessons from history are used to show these recruits how to lead men. It is the kind of experience that sets apart the NCOs who've been around and the ones who haven't. Going through this course doesn't automatically make you a good NCO, but it does make you a devious and (mentally) well armed leader of men.

Time: Add 6 months to the length of this path.

    Basic Math (+25%)
    Leadership
    Literacy: American (+15%)
    Military Etiquette (+35%)
    Military History (+5%)

M.O.S. taught via University:
Armor and Weapons Engineer M.O.S.
Combat Engineer M.O.S.
Computer and Communications Engineer M.O.S.
Field Scientist M.O.S.
Medical Doctor M.O.S.
    Sub-M.O.S.: Cyber Doc Supplementary M.O.S.
    Sub-M.O.S.: Psychologist Supplementary M.O.S.
    Sub-M.O.S.: Forensic Specialist Supplementary M.O.S.
Motor Pool Maintenance Engineer M.O.S.
Motor Pool Maintenance Mechanic M.O.S.
Robot and Power Armor Maintenance Engineer M.O.S.
Trauma Specialist M.O.S.

This message was last edited by the GM at 09:20, Sun 23 Dec 2012.

Character Creation
Mon 26 Nov 2012
at 10:25
3: Coalition Academy of Advanced Military Tactics
Coalition Academy of Advanced Military Tactics
The Coalition Academy of Advanced Military Tactics is not one school, but rather a string of special training facilities established to teach advanced tactics and methods to the Rangers, Reconnaissance Landing Team personnel, Commandos and Aircraft, Robot and Power Armor operators. All of the instructors are experienced operators with real world experience that is used to properly instruct new recruits and give them insights that most will never see, let alone hear of. The best pilots, commandos, and scout personnel are trained at these facilities, and despite their many locations, all alumni of these hard to get into facilities consider themselves all to be from one single school. Namely because above all else, loyalty to the State and the primacy of the mission's completion is stressed. The esprit d'corps is quite high here.

Time: 1 years + 4d6 Months.

    01-10% Your first life-fire exercise could not have gone more wrong!
    11-20% You went to a bar, had a few drinks and lost track of time. Now a nine months later she says it’s yours! (Alternately if you are female, you have a child and must get the father to raise him or her. You cannot do so and have a career). Add 6 months of time to this path (whether it's for you as the mother, you as the father going to her appointments with her, or you fighting off the charges and lawsuit, it's still time consuming).
      You gain a dependent. You must pay 30% of your paychecks in child support, whether or not you are involved in the child's life. Add 1000 XP
    21-30% Though uninspiring, you made friends for a lifetime.
      Gain a friend or contact. Add 800 X.P.
      Who: Roll or choose based on the background result.
        01-10% Ex enemy
        11-20% Ex lover
        21-30% Relative
        31-40% Met through a common interest.
        41-50% Person working for you or a subordinate
        51-60% Person you work for or commanding officer
        61-70% A Soldier
        71-80% City Rat or Pirate
        81-90% Corporate Bigwig
        91-00% Government Official or Black Marketeer

      You lucked out and made a new friend. This person will go to bat for you, and in general do anything to help you out they can, up to and including getting in semi-serious trouble (they might not kill for you, but they would definitely help move the body, and help you frame some D-Bee). Beware - good friends will do minor favors for you without limit, but they will expect them in return. Major favors can strain the relationship, however, so be careful. For each new friend, choose or roll gender on 1D20: EVEN=Male; ODD=Female
      How good a friend are they?
      A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
      Roll 1d100 to see how close you are, and what you will do for each other.
        01-25% Associates: While friends might be a bit too generous, you are definitely willing to help each other out - as long as its convenient and doesn't cause any trouble for the other.
        26-50% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvenience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
        51-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment involved. And you'd definitely give them money or support if they needed it, whether they asked for it or not. (+100 XP)
        76-98% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
        99-00% 'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

      Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your friendship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commission as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty, you simply lose the ability to call in a major favor.
    41-50% Long hours of training followed by long hours “on the town” do not go together well.
      You gain Poverty and must reduce your P.E. by 1d2, but increase your M.E. by the same. Also pick one non-language O.C.C. skill and reduce it by 10%. You gain a +5% bonus to Seduction and a +3 to save versus poisons and drugs.
    51-60% Well now. Spending that extra time on the explosives range was well worth it.
      You gain a +10% bonus on Demolitions and 600 XP.
    61-70% Your training instructor survived some of the worst fighting ever and so will you.
      You gain a W.P. from one of the following: Handguns, Rifles, and Shotguns. You also gain a +10% bonus to Wilderness Survival and Land Navigation, in addition to any other bonuses you may have to those skills, from any source. You also gain 350 XP.
    71-80% Boundless pride drives you to learn all you can about the C.S.
      You get a +5% bonus to Military Etiquette, Law (CS), and History (CS). The latter two require literacy. This bonus stacks with O.C.C., M.O.S., and Related skill bonuses. Gain an additional 400 XP
    81-90% All the extra after-hours training pays off.
      +5% to military etiquette, and +1 to strike with one W.P. of choice. Add 300 XP
    91-00% You’re a military protégé and not only did you graduate at the top of your class but they sent you off to fight in Old Chicago or some other combat zone.
      You gain Wealth and +10% to all your military and piloting skills, in addition to any other bonuses. Also, your next life path must be a Combat Zone deployment in Old Chicago, near the St. Louis Arch, the Tolkeen Border, or some other hotspot. +600 XP

Next Path: Go to <a href=link to a message in this game Creation</a> and continue to Step 4C: Tour of Duty. You may not have Garrison duty as your first deployment.

M.O.S. taught via Advanced Military Training:
Aircraft Pilot M.O.S.
Commando M.O.S.
Close Quarters Battle Specialist M.O.S.
E.O.D. M.O.S.
Espionage/Military Intelligence Generalist M.O.S.
Forward Observer M.O.S.
Infiltration Specialist M.O.S.
Robot Pilot M.O.S.
Robot Recovery Specialist M.O.S.
SAMAS Power Armor Pilot M.O.S.
Skycycle Patrol Pilot M.O.S.
Surveillance Specialist M.O.S.
Target Acquisition Group M.O.S.
Vampire Hunter M.O.S.
Wild Weasel SAMAS Pilot M.O.S.

This message was last edited by the GM at 09:27, Sun 23 Dec 2012.

Character Creation
Mon 26 Nov 2012
at 10:25
3: P.R.P. Military Psychic Training Program
P.R.P. Military Psychic Training Program

Many of the precepts taught here are straight out of the normal military enlistment plan book. Others are more common among people trained in the Academy of Advanced Military Tactics, or who have learned at Chi-Town University. This is because methodology from all three of these institutions was combined by the Psychic Registration Program's Military Training Command when they were forming the training criteria for Psi-Battalion, or Psi-Bat for short. Also a significant amount of input was given to the Rifts Control Study Group for their help in training and conditioning the psychics to better serve the needs of the military. It is because of them that many of the advanced training techniques that produce Psi-Nullifiers is in place. The same goes for others, like Psi-Healers. It is rumored that some of this advanced psionic research came from a deserter of the psionic commune Psyscape, but that has never been accepted by anyone in the government, and further extensive proof has been presented to refute it. Despite this the rumor persists.

Time: 3 years. Most of this time is spent master powers, not specifically undergoing any extensive training, though it is interspersed throughout the development of the psychic's abilities.

    01-10% Training Accident.
    11-20% You “liaison” with a local.
      You gain a dependent. You must pay 30% of your paychecks in child support, whether or not you are involved in the child's life. Add 1000 XP. Add 6 months of time to this path (whether it's for you as the mother, you as the father going to her appointments with her, or you fighting off the charges and lawsuit, it's still time consuming).
    21-30% Grow up! Your youthful exuberance earns you the enmity of others in the program.
      Gain an Enemy - use the table below and add 600 XP)
      WHO: A fellow psychic
      THE CAUSE: Theya re sure your idiotic behavior is going to get someone killed in the field.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Less of an officer and more of a NCO. A few friends, but he can still make life interesting.(+200 XP)
        31-55% The officer is a Warrant officer working in your area of operations.(+400 XP)
        56-80% The officer is a Lieutenant in charge of a line company. (+500 XP)
        81-90% The officer is a Captain working with commandos. (+600 XP)
        91-00% The officer is now a high ranking officer, a Colonel or Major. You're screwed. (+1000 XP - you're going to need it)
    41-50% Brutal regimen expands your capabilities. The training is hard, but you learn much.
      Add 15 to your I.S.P. total and you learn one extra minor power. Roll on the <a href=link to a message in this game Psychological Effects Table</a> as well.
    51-60% You’re a perpetual screw-up. While you don't get busted down, you spend almost as much time in one punitive duty or another as you do doing your training.
      You are also passed up for your next promotion. Add 400 XP.
    61-70% Pumping iron! You use a lull in the training to attain peak fitness.
      Add 1d2 to your P.S., P.P., and P.E. Add 200 XP.
    71-80% You gain command experience.
      You are promoted one rank above your starting rank. You also receive Wealth. Add 750 XP.
    81-90% Someone had to figure out how to supply the entire dorm with a live video feed for the fight of the year.
      You gain Wealth and a +5% to any two technical or communication skills of choice. Add 500 XP.
    91-00% Your superlative performance comes to the commandant’s attention.
      You are promoted one rank above your starting rank. You also receive Wealth (2). Gain +5% to any two O.C.C. or M.O.S. skills, or +10% to any one O.C.C. or M.O.S. skill. Add 1000 XP.

Next Path: Go to <a href=link to a message in this game Creation</a> and continue to Step 4C: Tour of Duty. You may not have Garrison duty as your first deployment.

M.O.S. taught via the P.R.P. Military Psychic Training Program:
Any Psychic (for Psi-Trooper only) M.O.S.
Any other M.O.S. for Minor and Major Psychics.

All graduates of this program get Lore: Psychics (at +5%; or get an additional +10% to the skill if they already have it) and Law: CS (or +5% to the skill if they already have it; focus is on psychic crimes, statutes, and punishments).

This message was last edited by the GM at 09:25, Sun 23 Dec 2012.

Character Creation
Sat 8 Dec 2012
at 21:19
3: I.S.S./Police Academy
I.S.S./Police Academy
The I.S.S. are not simply soldiers given a security duty, but rather a differently trained force focusing on law enforcement and public relations. I.S.S. Specters and City Police Forces must be able to both protect and guide the populace. Soldiers are great at defending borders, but not as good at knowing which criminals need to be taken down and which do not. In fact the average police agent has much more in common with soldiers in intelligence than they do with line soldiers. Most of the police are issued less than lethal ammunition and weapons, but are also armed for battle with the demonic in an emergency. Police Special Weapons And Tactics (SWAT) teams and Nonhuman Tactical Strike and Eradication (NTSE) teams are more like Military Special Forces and Commandos. In short there is no such thing as a grunt in police work. Because of this entrance requirements are high and subject to a great deal of scrutiny.

Time: 1 year + 4d6 Months

    01-10% Accident on the firing range.
      You take a permanent -3 to all sound based perception rolls. If you manage a medal later in life you may get basic cybernetic hearing replacements. You are also -1d2 from P.P. due to inner ear problems. Add 600 XP and 1d3+3 months of recovery to this path.
    11-20% Framed by a dirty cop
      Gain an enemy, must take Ne’er-Do-Well Path next - use the table below and add 600 XP)
      WHO: Dirty Cop
      THE CAUSE: He framed you.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Less of an officer and more of a NCO. A few friends, but he can still make life interesting.(+200 XP)
        31-55% The officer is a Warrant officer working (+400 XP)
        56-80% The officer is a Lieutenant in charge of a line company. (+500 XP)
        81-90% The officer is a Captain working with commandos. (+600 XP)
        91-00% The officer is now a high ranking officer, a Colonel or Major. You're screwed. (+1000 XP - you're going to need it)
    21-30% Partner killed in front of you.
    41-50% Helped bust up a crime ring.
      Gain an Enemy - use the table below and add 600 XP)
      WHO: Crime Boss
      THE CAUSE: You helped bring down his criminal empire and he had to rebuild.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+200 XP)
        31-55% An entire Gang of 2d6 (+400 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+500 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)
    51-60% Desk job
      Gain an extra +5% to all Computer Skills and Military Etiquette (in addition to all other bonuses).
    61-70% Aced your classes
      Gain an extra +5% to one skill category of your choice and all skills you gain from that category (in addition to all other bonuses).
    71-80% Sharpshooter
      You gain the Designated Marksman skill.
    81-90% Expert Cadet
      You gain +2% to all of your O.C.C. and M.O.S. skills (in addition to all other bonuses).
    91-00% Decorated for bravery after saving lives on a field assignment.
      Roll on the following table to determine which medal you were given.
        1-10= no medal, just a commendation for valor (and 200 XP)
        11-16= Iron Star (and 400 XP)
        17-19= Joseph Prosek Medal for Valor (and 600 XP)
        20= CS Cross for Bravery (and 800 XP)

Next Path: Tour of Duty (01-50% <a href=link to a message in this game Serve and Protect</a>, 51-00% <a href=link to a message in this game Action</a>)

M.O.S. taught via Advanced Military Training:
Commando M.O.S.
Communication Specialist M.O.S.
Close Quarters Battle Specialist M.O.S.
Military Police M.O.S.
SAMAS Power Armor Pilot M.O.S.
Skycycle Patrol Pilot M.O.S.
Surveillance Specialist M.O.S.
Target Acquisition Group M.O.S.
Trauma Specialist M.O.S.

Additionally, all graduates of I.S.S./Police Academy are trained in Law (C.S.) at (+10%) and W.P. Handguns in addition to all other skills. If they already have both of those skills, they get an additional +5% bonus to any two M.O.S. skills of choice, or +10% to any one O.C.C., M.O.S., or Related skill of choice (in addition to all other bonuses). The army will take recruits who want to transfer from the I.S.S. or city police forces. They must have completed one Tour of Duty already, spent in a city or 'Burbs. Many who choose this route are either glory hounds, or find themselves not liking the legal restrictions placed on what they can and cannot do to the deeb and/or criminal scum they must keep under control. A soldier's life may be more dangerous, but it is simpler.
Go to <a href=link to a message in this game Creation</a> and continue to Step 4C: Tour of Duty. All further Tours of Duty are military in nature. Note that new recruits may choose this path, and the required tour of duty that comes with it, and still be considered raw recruits.

This message was last edited by the GM at 00:10, Tue 18 Dec 2012.

Character Creation
Mon 10 Dec 2012
at 03:06
3: Civilian Trade School/Apprenticeship
Civilian Trade School/Apprenticeship
Any institute that teaches non-technical and non-academic trades, such as business, accounting and clerical work, are considered trade schools and some highly skilled craftsmen offer apprenticeships as well. Entry requirements are fairly lenient, and tuition is affordable or paid for by the government.

Time: 6+2d6 Months.

Skill Bonus: You may add 10% to any one related, secondary or background skill which can represent a civilian job that you are being trained in.

    01-10% Slept as much as you could get away with.
      -5% to M.O.S. skills, but you also get one extra secondary skill choice.
    11-20% Too much time in front of a computer screen
      +5% to all Computer and Electronics skills, but -2 to all visual perception rolls due to eye strain.
    21-30% Picked up a bad habit.
      You gain Poverty and an addiction. Work with your GM to decide what. You may attempt to kick the habit once for every year, starting with the end of this year. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are still addicted. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp)
    41-50% Serious work related accident
      You lost your choice of hearing, vision, or a hand. Gain a cybernetic implant to get you back to operational standards. Add 2d6 Months of recovery time to this path. 600 XP
    51-60% Extra technical training.
      Gain an additional +10% to any three communications, electrical, mechanical, or technical skills of choice, in addition to all other bonuses.
    61-70% In addition to all other skills, you had to learn to design your own simulation programs.
      Gain Computer Programming (at +15%) as a background skill and gain a bonus of +15% bonus to Computer Operations. You must obtain Computer Operations and literacy (the prerequisites) through background, secondary, O.C.C., M.O.S., and Related skill choices. If you already have Computer Programming, then you may add an additional +15% to both Computer Operations and Computer Programming, in addition to any other bonuses.
    71-80% Made friends with an instructor
      Gain a friend or contact. Add 1000 X.P.
      Who: An Instructor, teacher, or mentor
      Choose or roll gender on 1D20: EVEN=Male; ODD=Female
      How good a friend are they?
      A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
      Roll 1d100 to see how close you are, and what you will do for each other.
        01-25% Associates: While friends might be a bit too generous, you are definitely willing to help each other out - as long as its convenient and doesn't cause any trouble for the other.
        26-50% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvenience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
        51-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment invovled. And you'd definately give them money or support if they needed it, whether they asked for it or not. (+100 XP)
        76-98% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
        99-00% 'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

      Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your frienship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commision as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty, you simply lose the ability to call in a major favor.
    81-90% Switched your apprenticeship half-way through.
      Add one additional year to this pass. You gain no extra background rolls for this. You may also choose one additional background skill that represents the training you switched from. This skill is at -10% and may be chosen from skills which normally cannot be chosen as secondary skills.
    91-00% Your training was actually part of an elaborate tryout for a highly technical position - military intelligence.
      You may immediately proceed to the <a href=link to a message in this game Military Sciences University (3)</a>. Aside from this being an extended entrance exam, you gain all the experience and benefits of having graduated from the premiere military science university in the C.S.

Next Path: <a href=link to a message in this game Army Enlistment (3)</a>, <a href=link to a message in this game Market</a>, <a href=link to a message in this game Job</a>, <a href=link to a message in this game Trader</a>, <a href=link to a message in this game Rat</a>, <a href=link to a message in this game and Technical Work</a>, <a href=http://www.rpol.net/display.cgi?gi=53168&ti=20&#36>Travel</a>

This message was last edited by the GM at 09:41, Sun 23 Dec 2012.

Character Creation
Mon 17 Dec 2012
at 20:53
3: Civilian University
Civilian University
Major institutions of higher learning are rare except in the most prosperous and advanced cities and nations. Entry to these prestigious facilities is limited, though the children of nobility and the ruling elite always seem to get in. Hefty tuition and other expenses tend to drain the typical university student's credit accounts, but the education is usually well worth it.

Time: 3 years + 2d6 months; Additional passes (for graduate studies or additional degrees) are 1 year + 2d6 months

Benefit: Going through University gives you a +10% bonus (in addition to ALL other bonuses) to one skill of your choice. It can be an O.C.C., M.O.S., or Related skill. Some results will increase that bonus or give you an additional bonus. You may go through this path as many times as you like. Doing so will either increase the bonus by another 10%, or apply to another skill entirely. The skill must be something you can actually learn at a civilian university.

Anyone going through this path gains Poverty.

    01-11% Wild party results in the destruction of a dorm building, several injuries and your expulsion.
      Kicked out University, and you are required to pay restitution. You gain Poverty (3). Roll 3d6 - this is how many months this path took. Also you do not get the bonus for this path. Add 800 XP.
    12-22% A slave to your studies, your physical and social skills wither
      Increase the bonus from this path to 15%. Decrease your M.A. by 1d2. Add 500 XP.
    23-33% Scandalous romance with a professor; you are expelled.
      You are kicked out of University and only gain half of the bonus you would from this path. Time taken on this path is 2 years + 2d6 Months. Add 800 XP.
    34-44% Studied all day, partied all night
      You only gain half of the bonus you would from this path. You also gained an addiction. Work with your GM to decide what. You may attempt to kick the habit once for every year, starting with the end of this year. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are still addicted. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp).
    45-55% Worked your way through school
      You gain Wealth and may also gain +5% to any background or secondary skill which could represent a job.
    56-66% Worked as a teacher's assistant.
      You gain the Instruction Skill at +5%.
    67-77% Course of study included extensive travel.
      You may increase all of your Language skills by 5%, in addition to any other bonuses.
    78-88% Made friends with a professor who turned out to be an ex-military intelligence officer.
      Gain a friend or contact. Add 1000 X.P.
      Who: ex-military intelligence officer
      How good a friend are they?
      A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
      Roll 1d100 to see how close you are, and what you will do for each other.
        01-25% Associates: While friends might be a bit too generous, you are definately willing to help each other out - as long as its convinient and doesn't cause any trouble for the other.
        26-50% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvinience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
        51-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment invovled. And you'd definately give them money or support if they needed it, whether they asked for it or not. (+100 XP)
        76-98% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
        99-00% 'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

      Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your frienship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commision as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty, you simply lose the ability to call in a major favor.
    89-00% A fast study and a sharp test-taker.
      Reduce time for this path by 6 months and increase the bonus to the skill studied to 20%.

Next Path: <a href=link to a message in this game Military Sciences University (3)</a>, <a href=link to a message in this game Academy of Advanced Military Training (3)</a>, <a href=link to a message in this game Job</a>, <a href=link to a message in this game Trader</a>, <a href=link to a message in this game Rat</a>, <a href=link to a message in this game Graduate Studies</a>, or <a href=link to a message in this game;.

This message was last edited by the GM at 09:35, Sun 23 Dec 2012.

Character Creation
Mon 17 Dec 2012
at 20:54
4: Black Market
Black Market
In the lowest echelons of Coalition society, few have any chance to become successful. Often, these individuals turn to organized crime in hopes of gaining respect and riches, pledging themselves as soldiers to the local Black Market. A syndicate is involved in virtually every kind of criminal venture, with the notable exception of muggings and other violent street crime; it's bad business to brutalize your customers (though rival syndicates, thugs, and mercenaries are fair game).

Time: 1d4 x 3 Months. Roll once on the table for every 3 months you are in this path. If you are injured and must recover, add that to the time taken on this path and continue it as normal. Each time you roll on this table you may add 2% to any one skill which can represent the life of a black market lackey.

Anyone who takes this path may erase one Poverty trait. This does not add wealth, but rather pays off debts. Each pass (not each roll) removes yet another Poverty trait.

    01-10% Caught by the I.S.S. and imprisoned. Your stay in prison is short but difficult.
    11-20% Rival boss enacts vendetta against your boss.
      Gain an Enemy - use the table below and add 600 XP)
      WHO: Rival underworld boss.
      THE CAUSE: You work for/are loyal to the wrong people.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+200 XP)
        31-55% An entire Gang of 2d6 (+400 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+500 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)
    21-35% You spend considerable time with your friend the "cleaner."
      You gain a W.P. from one of the following: Handguns, Rifles, and Shotguns. If you have all three, then you may add an additional +1 to strike to one of these three W.P. Add 450 XP.
    36-50% You fall victim to the substance in which you traffic.
      You gained an addiction. Work with your GM to decide what. You may attempt to kick the habit once for every year, starting with the end of this year. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are still addicted. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp). You also gain +5% to all streetwise and gambling skills you possess.
    51-60% Success gives you that certain swagger.
      Add 1d2 to M.A. and 800 XP.
    61-70% Your loyalty brings you to the attention of your boss.
      Gain a friend or contact. Add 1000 X.P.
      Who: Your boss.
      How good a friend are they?
      A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
      Roll 1d100 to see how close you are, and what you will do for each other.
        01-25% Associates: While friends might be a bit too generous, you are definitely willing to help each other out - as long as its convenient and doesn't cause any trouble for the other.
        26-50% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvenience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
        51-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment involved. And you'd definitely give them money or support if they needed it, whether they asked for it or not. (+100 XP)
        76-98% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
        99-00% 'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

      Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your friendship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commission as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty, you simply lose the ability to call in a major favor.
    71-80% Contacts within the more secretive elements of the military see your performance and offer you a special job in the military with the blessing of your boss.
    81-90% You manage to get out.
    91-00% You manage to up your status.

Next Path: <a href=link to a message in this game Job</a>, <a href=link to a message in this game Army Enlistment (3)</a>, <a href=link to a message in this game Trader</a>, <a href=link to a message in this game Prospector</a>, <a href=link to a message in this game Rat</a>, or <a href=http://www.rpol.net/display.cgi?gi=53168&ti=20&#36>Travel</a>

This message was last edited by the GM at 19:11, Sun 23 Dec 2012.

Character Creation
Mon 17 Dec 2012
at 20:55
4: Civilian Job
Civilian Job
Your job in the private sector may be dull, but countless millions of civilians do this to make a living and keep the war machines of the Coalition going. This path also represents non-combat civil-service jobs.

Time: 1d4 x 3 Months. Roll once on the table for every 3 months you are in this path. If you are injured and must recover, add that to the time taken on this path and continue it as normal. Each time you roll on this table you may add 2% to any one secondary or background skill which can represent a civilian job.

    01-11% A freak accident on the job leaves you disabled but compensated through a civil suit.
      You lose an arm (01-50% Left, 51-00% Right); You get a basic bionic arm (with your stats) or you get a bio-systems arm with your stats. +800 XP
    12-22% You're fired!
    23-33% They kept you locked in your work area and slid a pizza under the door every day. Productive, but you become a bit of an introvert.
      You gain Wealth. Reduce your P.E. and M.A. by 1. Add 1 to your M.E. and increase the bonus from this path to 5%. Add 1000 XP.
    34-44% You hate your job and daydream the hours away.
      You do not get the bonus from this path. Add 200 XP.
    45-55% A dull life is made bearable by pharmaceutical help.
      You gained an addiction. Work with your GM to decide what. You may attempt to kick the habit once for every year, starting with the end of this year. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are still addicted. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp).
    56-66% Standard worker drone.
      Increase the bonus from this path to 5%. Add 750 XP.
    67-77% Who would have thought? You’re a natural.
      Increase the bonus from this path to 10%. Add 1000 XP.
    78-88% You are a public relations gift to the organization. Good thing children are so easily impressed.
      Add +1d2 to M.A. and 800 XP.
    89-00% Your dedication gets you noticed, who approve you for advanced training.
      You gain Wealth and may take <a href=link to a message in this game Trade School/Apprenticeship</a> instead of finishing this path. You still get the bonuses you have already accrued. Add 750 XP.


Next path: Any.

This message was last edited by the GM at 17:38, Sun 23 Dec 2012.

Character Creation
Mon 17 Dec 2012
at 20:56
4: Free Trader
Free Trader
Though major trade cartels dominate shipping and trade on Rifts Earth, the independent free trader is nonetheless a common sight across the country, especially in war-torn or remote areas where larger corporations are reluctant to operate. In these regions, a resourceful person can make serious profit.

Time: 6 + 1d3 x 6 Months. Roll once on the table for every 6 months you are in this path. If you are injured and must recover, add that to the time taken on this path and continue it as normal.

You must have at least one Wealth to start this path. It takes money to make money.

    01-11% Infected! At one of your ports of call you contract a deadly disease and barely survive.
      You gain Poverty (3). Reduce your Hit Points by 1d3, your SDC by 1d6, and you gain a +2 to save versus diseases. Add 800 XP
    12-22% Pirate/Bandit Raid!
      Roll on the <a href=link to a message in this game in Combat Table</a> Add Poverty (2), 500 XP. Once any recovery is completed, continue from that point on this path (making any further rolls necessary).
    23-33% A war breaks out and you decide to make a profit running guns.
      Add Wealth (4), 600 XP and 2% to Barter, Recognize Weapon Quality, and Appraise Goods.
    34-44% Smuggling provides a range of opportunities.
      Add Wealth (2), 500 XP and 2% to Roadwise, Prowl, and Streetwise.
    45-55% A port in every storm, or something like that.
      You gain a dependent. You must pay 30% of your paychecks in child support, whether or not you are involved in the child's life. Add 1000 XP. Add 6 months of time to this path (whether it's for you as the mother, you as the father going to her appointments with her, or you fighting off the charges and lawsuit, it's still time consuming).
    56-66% Busy Year
      Add Wealth (2), 500 XP and 2% to Barter and one language of choice.
    67-77% New markets means new opportunities.
      Add 500 XP and +2% to Appraise Goods and Barter.
    78-88% Eureka! You discover an abandoned cache of goods.
      Add Wealth (5), 750 XP, 2% to Appraise Goods, one Lore of choice, and Barter, and you may take Black Market as your next path, with a +10% bonus (maximum 100) to every event roll.
    89-00% You stumble on a completely untapped market.
      Add Wealth (3), 1000 XP, +5% to Barter, Appraise Goods, and Intelligence.

Next Path: <a href=link to a message in this game Job (4)</a>, <a href=link to a message in this game Trader (4)</a>, <a href=link to a message in this game Prospector (4)</a>, <a href=link to a message in this game Rat (4)</a>, and <a href=link to a message in this game (4)</a>

This message was last edited by the GM at 17:51, Sun 23 Dec 2012.

Character Creation
Mon 17 Dec 2012
at 20:57
4: City Rat
City Rat
This catchall path exists for characters who just don't fit in. You may be a criminal or simply unemployed. Whatever the case, you work outside the usual bounds of society. Because the specific possibilities are virtually endless, this path gives characters considerable latitude as to the advances they can make.

Time: 1d4 x 3 Months. Roll once on the table for every 3 months you are in this path. If you are injured and must recover, add that to the time taken on this path and continue it as normal. Each time you roll on this table you may add 2% to any one skill which can represent the life of a city rat.

    01-11% Lacking legal status, you are abducted and sold into slavery; you escape and must make a new life for yourself.
    12-22% You really shouldn't have done that! Convicted of a serious crime (player decides whether the character is actually guilty).
      Choose one. Add 6d6 months to the time taken by this path, or you must <a href=http://rpol.net/display.cgi?gi=53168&ti=20&msgpage=&show=all#21>enlist</a> in the army to avoid imprisonment. Add 750 XP.
    23-33% Your life lacks direction; you lose yourself in substance abuse and holovids
      You gained an addiction. Work with your GM to decide what. You may attempt to kick the habit once for every year, starting with the end of this year. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are still addicted. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp).
    34-44% Become obsessed with poker and lose your shirt.
      Add Poverty (3), +5% to the gambling and streetwise skills and 500 XP.
    45-55% Convicted of a minor crime (player determines whether the character is actually guilty).
      You have a record and must serve 3d6 months in jail, and then continue this path. A second offense will likely result in your early forced <a href=http://rpol.net/display.cgi?gi=53168&ti=20&msgpage=&show=all#21>enlistment</a> in the military.
    56-66% To improve your image, you join an aid organization.
      Add first aid to your background skills, or gain an additional +5% bonus to First Aid, in addition to all other bonuses.
    67-77% You pull the wife of an important politician or officer from the flaming wreck of her hovercar.
      Gain a friend or contact. Add Wealth and 1000 X.P.
      Who: an important politician or officer whose wife you saved.
      How good a friend are they?
      A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
      Roll 1d100 to see how close you are, and what you will do for each other.
        01-25% Associates: While friends might be a bit too generous, you are definately willing to help each other out - as long as its convinient and doesn't cause any trouble for the other.
        26-50% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvinience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
        51-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment invovled. And you'd definately give them money or support if they needed it, whether they asked for it or not. (+100 XP)
        76-98% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
        99-00% 'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

      Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your frienship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commision as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty, you simply lose the ability to call in a major favor.
    78-88% With no responsibilities, you spend considerable time in self-improvement.
      Add +5% to any two rogue, espionage, secondary, or background skills of choice. Add 500 XP.
    89-00% Lady luck smiles; you make a living playing poker.
      You gain Wealth (2), +5% to Gambling and Gambling (Dirty Tricks) in addition to all other bonuses. Add 900 XP.

Next Path: <a href=link to a message in this game Army Enlistment (3)</a>, <a href=link to a message in this game Trader</a>, <a href=link to a message in this game Prospector</a>, <a href=link to a message in this game Rat</a>, <a href=link to a message in this game Job</a>, or <a href=link to a message in this game Market</a>.

This message was last edited by the GM at 03:29, Wed 23 Jan 2013.

Character Creation
Mon 17 Dec 2012
at 20:58
4: Post Graduate Studies
Post Graduate Studies
Depending on your chosen field, this path can involve travel, pure study, exploration or even service in combat zones. This is a common path for Rifts Study & Control Group Scientists who must test their theories in real world conditions.

Time: 1d3+1x6 Months. Roll once on this table for every 6 months of study. If you are injured and must recover, add that to the time taken on this path and continue it as normal. Each time you roll on this table you may add 2% to any one communications, electrical, mechanical, medical, military, science, or technical skill which can represent the what you were studying.

    01-11% A horrible accident leaves you scarred inside and out.
      Severe burns, you receive 3rd degree burns over 60% of your body, requiring a full year of recuperation. -2d2 to PB attribute and you have a fear of fire. A saving throw can be made every year to place the fear into remission, but the next time you’re wounded due to burns it will return. Add 750 XP.
    12-22% Your field study team gets caught in a border raid.
    23-33% Your studies frequently take you to poorly lit places
      You get a -1 penalty to visual perception checks.
    34-44% You take stimulants to keep up with the long hours.
      You gained an addiction to stimulants. You may attempt to kick the habit once for every year, starting with the end of this year. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are still addicted. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp). You also gain +5% to all streetwise and gambling skills you possess.
    45-55% You get caught in the middle of a war zone.
      Roll on the <a href=link to a message in this game Zone table</a>. Any accolades here do not carry over to your military career, but you may end up with civilian service awards that do go on your permanent record. Other things may be awarded by the GM.
    56-66% Your leadership ability puts you in a teaching position
      Add +2% to the Instruction skill.
    67-77% Your studies frequently force you to work alone in the field.
      Add 800 XP, +2% to one piloting skill, and +1 to your perception rolls.
    78-88% Because your studies involve extensive and legitimate travel, you are recruited as a government informant.
      When you join the military, your past service is rewarded with a +1 rank increase. Add 750 XP.
    89-00% Brilliant fieldwork puts you in the limelight.
      Increase the bonus from this roll on the path to 5%. You may also choose one other skill (which must relate to the original skill and your work, as determined by the GM and you). Add 750 XP.

Next Path: <a href=link to a message in this game Military Sciences University (3)</a>, <a href=link to a message in this game University (3)</a>, <a href=link to a message in this game Job (4)</a>, <a href=link to a message in this game Trader (4)</a>, <a href=link to a message in this game Prospector (4)</a>, <a href=link to a message in this game Rat (4)</a>, <a href=link to a message in this game Graduate Studies (4)</a>, <a href=link to a message in this game (4)</a>

This message was last edited by the GM at 03:13, Fri 21 Dec 2012.

Character Creation
Mon 17 Dec 2012
at 20:58
4: Pre-Rifts Prospector
Pre-Rifts Prospector
The coming of the Rifts devestated the old world. However, many caches of technology still more or as advanced than any modern technology exist. It's a dangerous occupation, but desperation or a seemingly "good" lead can thrust adventure on the most sedentary of people. The search will take years and you will face many dangers. It will drain your coffers and could turn up a bust. But there are just too many clues, scattered across too many sources, for this lead to be false!

Time: 4d6 Months.

You must have Wealth (3) to begin this path. You must reduce your Wealth by 1 to fund the expedition.

    01-10% Don't touch that button! The pre-rifts facility you found goes into lock-down, trapping you inside. You are rescued in a coma, clinging to a single priceless relic.
    11-20% Detailed directions from that kindly local take you right into a slaver trap!
      You gain Poverty (3). Add 800 XP and 1d6 years to the time this path takes. Roll on the <a href=link to a message in this game psychological table</a>.
    21-30% That's no pre-rifts cache; it's an active amerind outpost, and they are not fond of intruders!
      You gain Poverty (4) and 800 XP. Choose one: You are captured and must work the equivalent of a <a href=link to a message in this game job</a> as a slave for the next path (which takes 1d3 years, not the normal time; roll once for each year), or you roll on the <a href=link to a message in this game psychological table</a> and reduce your P.S. and P.E. by 1d2 from the trauma of running away and making it back to civlization.
    31-40% Cost overruns wouldn't have been such a bother except the mission was a bust.
      You gain Poverty and 500 XP.
    41-50% After a long journey you find nothing but more rumors.
      You may take this path again and add or subtract 10% from your event roll (minimum 1, maximum 100). Add 500 XP.
    51-60% The search turns up nothing but a dusty old army base. Chalk it up to "life experience."
      Add Poverty, 750 XP, and 2% to any one Physical, Pilot Related, Technical, or Wilderness skill.
    61-70% Total disappointment, but a few trinkets under a pre-rifts sewer cover (not to mention the rare sewer cover itself) mean you at least break even for this expedition.
      You gain Wealth and 800 XP. You also gain +1 to perception rolls and +5% to the swimming skill (if you have it; if not you gain it as a background skill).
    71-80% The command center was mostly ransacked before you got there, but you managed to download some useful data from the terminals.
      Gain Wealth (3) or keep the data and learn something new (+15% to any one Communications, Electrical, Mechanical, Piloting, Science, or Technical skill). You gain Wealth if you choose the skill bonus (at least you broke even). Gain 850 XP either way.
    81-98% An awesome haul, but you had to fight off a band of pirates to get to it.
      Wealth (6) and roll 1d3 times on the <a href=link to a message in this game Action Table</a>. If you earn a medal, it instead translates to additional Wealth (one per medal, two for Medal for Valor or Medal of Honor). Note that any wounds reduce your wealth by one (each), and any cybernetics reduce your wealth by 2 (each). If you must get bionic conversion, a new spine, or something else catasrophic, you reduce your wealth by 4.
    99-00% The find of a lifetime, and right where they said it would be!
      Wealth (7) and half the time spent in this path.

Next Path: <a href=link to a message in this game Trader</a>, <a href=link to a message in this game Market</a>, <a href=link to a message in this game Rat</a>, <a href=link to a message in this game;, or the character's previous path.

This message was last edited by the GM at 19:10, Sun 23 Dec 2012.

Character Creation
Mon 17 Dec 2012
at 20:59
4: Scientific and Technical Work
Scientific and Technical Work
Scientists and Technicians are literally found all over the C.S., as well as beyond, in both military and civilian stations, their efforts keeping their nation's military operating though even the most trying of hours.

Time: 2d3 x 3 Months. Roll once on the table for every 3 months you are in this path. If you are injured and must recover, add that to the time taken on this path and continue it as normal. For each roll on this path add 2% to any Communications, Electrical, Mechanical, Medical, Science, or Technical skill of choice.
Optional: This path can also represent a civilian test pilot. In that case the bonuses would apply to Communications, Electrical, Mechanical, Pilot, Pilot Related, and Technical skills instead.

Anyone going through this path gains Wealth.

    01-10% Your personal research into forbidden disciplines leaves you but two choices.
      You get +5% to any two skills from the above categories (in addition to any other bonuses) and choose either imprisonment (add 1D6+1 years to the time this path takes) or mandatory enlistment.
    11-20% So far, you have managed to hide yourself, but someday they will find you and punish you. Add 1000 XP.
      Gain an Enemy - use the table below and add 600 XP)
      WHO:
      THE CAUSE:
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+200 XP)
        31-55% An entire Gang of 2d6 (+400 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+500 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)
    21-30% An accident leaves you hospitalized for months.
      You get +15% to one domestic or hobby skill of choice and choose three: -1d4 P.S., -1d4 P.P., -1d4 P.E., you lose an arm, you lose a leg, you lose your hearing, or you loose your vision. Anything lost (hearing, limbs, etc) will be replaced by a basic cybernetic limb or implant. Attribute losses are not mitigated as such. Add 500 XP.
    31-40% Memories of what you saw on that world continue to haunt you.
    41-50% The constant travel plays havoc with your immune system.
      Allergic to something (pollen, bee stings, whatever; -2 to all combat rolls and no initiative while under the effects of this allergy) and -1d2 to P.E. Add 750 XP.
    51-60% Your duties allowed you more freedoms than most.
      You gain bonuses to any one of: Gambling +10%, Seduction +10%, and Streetwise +10%. Add 500 XP and 1d4-3 Wealth (this can result in Poverty instead).
    61-70% Forced to defend yourself during an attack.
      You gain one W.P. of choice (including advanced military weapons, if that is appropriate to the circumstances of the background). Add 350 XP.
    71-80% Your status confers on you a comfortable life.
      Gain Wealth (2) and +5% to any domestic skill. Add 200 XP.
    81-90% Assigned to an exploration team, you saw more than most others ever will, but have the scars to prove it.
      +5% to any four skills (in addition to any above bonuses) and choose two: Gain an Enemy, Lose an arm or leg (and have it replaced by a basic cybernetic implant; can be chosen twice, different limbs each time) or Roll on the Civilian Psychological Table: link to a message in this game (can be chosen twice). Add 400 XP.
    91-00% An attack forces you and your colleagues to fend for yourselves for weeks.
      You get +1 to P.E. and choose three of the following bonuses to skills: Climbing +20%, Leadership +5%, First Aid  +10%, Land Navigation +15%, Wilderness Survival +10%, and Tracking +15%. Add 350 XP.

Next Path: Chi-town Military Sciences University (3), City Rat (4), Civilian Job (4), Civilian University (3), Coalition Academy of Advanced Military Training (3), Civilian Job, Free Trader (4), Post Graduate Studies, Scientific and Technical Work (4), and Travel (4)

This message was last edited by the GM at 02:57, Wed 23 Jan 2013.

Character Creation
Mon 17 Dec 2012
at 21:00
4: Tour of Duty: To Serve and Protect
Tour of Duty: To Serve and Protect
Crime is a fact of life. Though they go by various names and wear various uniforms, all societies on earth require police forces that share common skills and goals. Service on a police force can be every bit as dangerous as on the front lines.

Time: 1d4 x 3 Months. Roll once on the table for every 3 months you are in this path. If you are injured and must recover, add that to the time taken on this path and continue it as normal. Each roll on this table will give you a bonus of +2% to any Espionage, Military, Physical, Piloting, Rogue, or Technical Skill of choice.

    01-10% Captured by a crime syndicate while undercover ... not a good place to be. You were taken prisoner for a time
      There is a 10% chance you were <a href=link to a message in this game;. Add +1d4 to ME attribute, but you suffer from either <a href=link to a message in this game (01-50%), or PTSD (51-100%)</a>, no initial saving throws allowed. You also receive the POW medal, the Crimson Heart, and a Cybernetic Heart if you were injured and had to have anything replaced.
      Gain an Enemy - use the table below and add 600 XP)
      WHO: A Black Market Criminal Syndicate.
      THE CAUSE: You were caught while under cover investigating them. You're lucky not to be dead.
      Length of Captivity
        01-50% 3d10 days
        51-75% 2d6 months
        76-100% 1d4 years.
      How did it end?
        01-50% Freed during a prisoner exchange, or ransom was paid (250 exp)
        51-80% Rescued by SWAT Team (500 xp)
        81-90% escaped by yourself (1000 xp)
        91-100% escaped by yourself and was rescued by friendly units while still in the syndicate's territory (750 xp).
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-30% They hate you
        31-60% You hate them
        61-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+200 XP)
        31-55% An entire Gang of 2d6 (+400 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+500 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)
    11-20% I'm innocent! I don't know who's money that is. It's not mine! You gotta believe me! You were caught taking a bribe or you were framed. Either way you are in a heap of trouble.
      You lose the bonus from this roll and you are dishonorably discharged from the force. You may take no additional police paths. Add 1000 XP.
    21-30% Wounded in the line of duty
    31-40% Your partner is killed in front of you.
      There is a 30% chance of suffering from <a href=link to a message in this game (01-50%), or PTSD (51-100%)</a>, no initial saving throw allowed. Add 800 XP.
    41-50% Major looting/Rioting, people are looting/rioting for whatever reason and your unit is sent in to stop it.
      You gain 800 XP.
    51-60% Something here
      Stuff gained here
    61-70% Something here
      Stuff gained here
    71-80% Something here
      Stuff gained here
    81-90% Something here
      Stuff gained here
    91-00% Something here
      Stuff gained here

Next Path:

This message was last edited by the GM at 05:45, Wed 26 Dec 2012.

Character Creation
Mon 17 Dec 2012
at 21:01
4: Travel
Travel
Sometimes, you just want to get away from it all. You have the means, and an extended vacation offers the ideal opportunity. Such a journey also provides experience and valuable insight into other cultures. And on Rifts Earth, travel can be a risky proposition in the best of times.

Time: 2d4 x 3 months. Roll once on the table for every 3 months you are in this path. If you are injured and must recover, add that to the time taken on this path and continue it as normal. Each time you roll, you may add 2% to any one communication, cowboy, domestic, physical, pilot, technical, or wilderness skill.

    01-10% Your travels land you in the crossfire during a uprising.
    11-22% Framed for a crime you did not commit, you spend time in jail.
      Subtract 1% to the skill bonus provided in this roll on the path and add a year to the time it takes. Add 550 XP.
    23-35% You swindle a local syndicate for a substantial amount of money.
      Gain Wealth (2) and an Enemy - use the table below and add 800 XP)
      WHO: Black Market Syndicate
      THE CAUSE: You cost them a lot of credits.
      WHO'S FRACKED OFF? (Choose or roll 1d100):
        01-50% They hate you
        51-00% The feeling's mutual
      WHATCHA' GONNA DO ABOUT IT?
      If the two of you met face to face, the injured party would most likely (Choose or roll one):
        01-10% Go into a murderous, killing rage and rip his face off!
        11-25% Avoid the scum
        26-50% Backstab him indirectly
        51-75% Ignore the scum
        76-00% Rip into him verbally
      WHAT CAN THEY THROW AGAINST YOU?
      What kind of forces can your enemy put on the table to stop you? (roll 1d100):
        01-30% Themselves and a few (1d4) friends (+200 XP)
        31-55% An entire Gang of 2d6 (+400 XP)
        56-80% A small company including financial, investigative, and security personnel (4d6 personnel) (+500 XP)
        81-90% A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
        91-00% You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)
    36-50% Your travels take you far from human contact
      Add 500 XP, 2% to a physical or wilderness skill, and subtract 1d2 from M.A.
    51-60% You manage to "take the wheel" during the long trip.
      Add 2% to a piloting skill of your choice. Add 750 XP.
    61-70% You make friends with an operator, who passes the time by teaching you what he knows.
      You may add Basic Mechanics or General Maintenance as a background skill. If you already have the skill, you may add a 5% bonus to the skill (in addition to any other bonuses). Alternately you may add 2% to any communication, electrical, or mechanical skill.
    71-80% You make many important friends in your travels.
      Gain a friend or contact. Add 1000 X.P.
      Who: Roll or choose based on the background result.
        01-20% Met through a common interest.
        21-40% Person working for you or a subordinate
        41-60% Person you work for or commanding officer
        61-80% Corporate Bigwig
        81-00% Government Official or Black Marketeer
      You lucked out and made a new friend. This person will go to bat for you, and in general do anything to help you out they can, up to and including getting in semi-serious trouble (they might not kill for you, but they would definitely help move the body, and help you frame some D-Bee). Beware - good friends will do minor favors for you without limit, but they will expect them in return. Major favors can strain the relationship, however, so be careful. For each new friend, choose or roll gender on 1D20: EVEN=Male; ODD=Female.
      How good a friend are they?
      A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
      Roll 1d100 to see how close you are, and what you will do for each other.
        01-25% Associates: While friends might be a bit too generous, you are definitely willing to help each other out - as long as its convenient and doesn't cause any trouble for the other.
        26-50% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvenience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
        51-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment involved. And you'd definitely give them money or support if they needed it, whether they asked for it or not. (+100 XP)
        76-98% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
        99-00% 'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

      Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your friendship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commission as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty, you simply lose the ability to call in a major favor.

    81-90% You are in the right place at the right time to stop the assassination of an important politician.
      Gain Wealth and an important friend or contact. Add 1000 X.P. When you join the military, they arrange for you to gain a +1 increase in rank.
      Who: An important politician. Choose or roll gender on 1D20: EVEN=Male; ODD=Female.
      How good a friend are they?
      A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
      Roll 1d100 to see how close you are, and what you will do for each other.
        01-25% Associates: While friends might be a bit too generous, you are definitely willing to help each other out - as long as its convenient and doesn't cause any trouble for the other.
        26-50% Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvenience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
        51-75% Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment involved. And you'd definitely give them money or support if they needed it, whether they asked for it or not. (+100 XP)
        76-98% Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
        99-00% 'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

      Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your friendship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commission as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty, you simply lose the ability to call in a major favor.
    91-00% In the back country, you stumble on a pre-rifts cache that either allows you to fund an expedition to find more or to do some upgrades.
      Gain Wealth (3). You may choose to take a trip as a <a href=link to a message in this game Prospector</a> for your next path (with 10% to all your rolls on that table - positive or negative, as you desire to use it).

Next Path: <a href=link to a message in this game Trader (4)</a>, <a href=link to a message in this game Rat (4)</a>, <a href=link to a message in this game Job (4)</a>, or return to the last path the character took.

This message was last edited by the GM at 05:19, Wed 26 Dec 2012.